Dragon Kings in the 41st Millennia (Exalted/40K Empire)

Figured. Its dangerous though, reading too much Autochthonia books make me want to run a quest there.

Today was busy at work, I hope to have turn 16 up before bed though.
 
So what do the Autobot Element ways do? Or do we not know yet?
Still working on it. Like I said busy day at work and I have been reviewing autobot materials in spare time all day.
The lowest steps are important since more will have them, and high end is important cause they are most useful in potentially changing options. I am not making elder powers for a while though.

Steam will be about spatial folding, Step two lets you expand internal spaces allowing you to store hours of air and days of food and water. Step three dissolves armor, weapons, or tools into steam which is drawn in and stored in internal spatial manifolds (ie an elsewhere charm).

Downside of steam is rendering you more static as you use it. End state for steam is turning yourself into a giant sentient cloud of steam fully aware of everything inside its borders and unable to move or act, and not interested in doing so... until you starve to death.

Crystal has a lot of fun for the cost of clarity. step 5 charm is trade committed motes or atttunement costs for Clarity. Attractive crystal covered scales, crystal eyes that see impurity, precision work. The clarity each step brings and the step 5 that makes diving in full throttle more tempting is the drawback.

Others are less worked out and I don't want to post it until I have them all down and in front of me for mixing and matching.

Oil will have a lot of social skills of course. For drawbacks, something along the lines of suffering blinders as you become unable to consider the forest through the trees. Not quite sure how to represent it yet, maybe a derangement effect that grows as you progress, or a physical penalty.

Lightning has light and lightning and and controlling fire. It some ways it will look a lot like the fire controlling path but I am add some other aspects, I am considering an efficient movement charm that lets someone due basic work at multiplier speeds due to efficiency. Drawbacks are sketchier, I am leaning towards the DK having to due something that amounts to artifact maintenance on themselves or risk going blind?

Smoke: is corruption and fear and hate and darkness. Its also about tracking and stalking and spying/recording. No firm charms worked out at all, drawback may be dissonance like effect, or drawing corruption more easily, maybe being more sickly?

Metal: Least ideas yet. Recycling and repairs, Immovable strength. Magnetics? Drawback is your voice becomes more and more staticky and machine like.

Thoughts? Any specific effects that seem appropriate you might want? Its not like Autobot wasn't paying attention, if the DK have obvious holes in their skillset he might use this as a way of hotpatching them.
 
There should be some stuff to help interface with technology and automations. Also reverse engineering abilities. Lightning could be the inspired invention style path. Better able to invent and innovate, but less able to account for side effects of what you invent or consider whether it is a good idea to make a toaster with death rays.
 
It would probably be better to base off the domains of Autothchon's deva-gods that are associated with the material:

DEBOK MOOM Divine Minister of War, War Machines, Violent Paradigm Shifts, Privacy and Wealth. God of Evolution, Adversity, Violent Crime and Unexpected Change. Chief Regulator of the Element of Metal.

Divine Minister of Architecture, Design, Structural Integrity, Biogeomancy, Arts, Wisdom, Strategy and Prophecy. God of Beauty, Cities, Serenity and Music. Chief Regulator of the Element of Crystal. Also of note, the Core, wich is the heart and brain of Autochthonia, is composed primarily of adamant.

Divine Minister of the Reaches and the Far Reaches, Seals and Thaumaturgy. God of Mystery, Fear and Death. Chief Regulator of the Element of Smoke.

Divine Minister of Authority, Proper Functioning, Dogma, Righteous Action and Just Punishment. God of Police, Executioners and the Tripartite. Scourge of the Lumpen. Chief Regulator of the Element of Lightning.

Divine Minister of Curiosity, Research, Exploration, Innovation, Rebellion and Progress. God of Sleep, Recreation, Toys, Children and Non-Procreative Sex. Chief Regulator of the Element of Oil.

Divine Minister of Order, Smooth Functioning, Productivity, Efficiency, Cities, Commerce, Life and Health. Goddess of Child-Birthing, Marriage, Healing, Job Promotions and Alchemical Exaltation. Chief Regulator of the Element of Steam.
 
Turn 16
Turn 16

Whispers of a last vision or contact from Autochthon trickle down. Apparently, many thought they were the only ones and most of the visions make little sense on their own. Only when combined can they be made useful.

Ankloks: Things went well with the ritual prayers to the sun, even if the lack meant those priests were unavailable to assist in bribing the spirits. Maybe trying to pray to lesser gods when you have been told all your best priests will be busy was a mistake?

Mosok will start moving the Staran forces over to the mainland. They will move 15 million during this season if no special action is taken.

Pterok: With access to the Wyld perhaps we have another method of answering questions, even lacking Astrology. Or perhaps its time to delve the celestial sphere for answers?>

Raptok feel its all coming together, just need to build some manses or discover some alternative to get their war machines back on-line.

Ork Progress roll: 51 The increased energy of the Waaagh! seems to be settling and with the greater physical and mental capabilities of the orks the efforts of Bond J'Bond barely hold them even. (turn 19+1-1=19).

You have 7 (+3) = 10 generic AP (One generic is converted to one of each breed by the Tube Tunnel)

1x Free Success applied to Training Grounds projects
1x Free Success applied to Armory projects
1x Free Success applied to any one Golem projects
1x Free Success applied to Plantation projects.
1x Free Success applied to Dinosaur Mount projects
1x Free Success applied to Dojo Projects.
7 x Exotic Stockpiles (Master Grade)


Anklok (3 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings. Basically Griffindors.

[ ] Ondar Shambal: Forging a holy city in the form of Prayer. It will be a lot of work and we cannot start blindly. This project Designs Ondar Shambal's construction upon the Solar Aspected dragon nest. AP needed 1. DC 30. Success needed 1/5. Reward: Design for how to start building Ondar Shambal.

[ ] Prayers for War: A major prayer to the Sun for Victory. To be done no more than 1 turn before starting a Conflict, may be done the same turn. 1 AP Needed. DC: 25. Success Needed 1. Reward: +1 to avoid rout checks.

[ ] Prayers of Conquest: While there is no doubt prayers will flow to Leeayta when Dragon Kings go to war, she is only likely to respond to grand rituals done before a Territorial Conquest. If you are undertaking such a conquest than direct your prayers to this 8 foot Clawstrider female, known as the Lizard Queen and no greatness in war. 1 AP Needed. DC: 20. Success Needed 1. Reward: +1 War scores of Draconic Legion commanders. These scores apply to leading troops, rallying them, preventing routs and to enacting stratagems.

[ ] Chosen of the [Insert Name here]: The Anklok guide others through the rites and rituals that prompt a god to choose a Dragon King and how to find a compatible god to try to prompt. Chosen add the power and ability of the Spirit to the Dragon King making a superior being as long as the spirit decides to work with them. AP Needed: 1. DC: 30. Success needed: 10. Reward: You gain enough chosen to gain a generic AP. [You may repeat this project but the DC goes up each time though]

[ ] Bribing spirits to do their job. Spirit can exert blessings beyond the simple abilities of Dragon Kings. However they don't work free and need festivals and rites performed in their honor to cooperate. It grates on you to have to resort to things kind of thing though. AP Needed: 1. DC: 20. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success.
[ ] Draconic Legions: A large mustering to bring our forces up another 10 Legions and outfitting them to Standard levels. AP Needed 2 DC: 40. Success Needed 0/15. Reward: Gain 10 Draconic Legions. Training Grounds and Armory success can apply.

[ ] Militia: Take advantage of our new training ground to recruit a large number of Militia units. These would only have militia grade gear of course and would only be trained to a more basic level than expected of the Draconic Legion. In return they would spend most of their lives working normally rather than draining resources when they aren't actually fighting. AP needed 2. DC: 20. Success Needed 20. Reward: Gain 500,000 Militia-Dragons. Training Grounds and Armory Success may apply.

[ ] We are LEGION!: Lets just skip the slow recruitment, test the capacity of our new training complex by trying to train and recruit 90 new legions simultaneously. With this we will have 100 Legions to bring to bare on our enemies. AP needed 5. DC: 40. Success Needed 90. Reward: Gain 90 Legions. Training Ground and Armory Success may apply.

[ ] Mount Up: Recruits Clawstrider, Ox-Dragon, and Siege Lizard Battlegroups for 10 Draconic Legions. AP Needed 2 DC: 35. Success Needed 0/16. Reward: 10 Draconic Legions gain Dinosaur mounts. Training Grounds and Stable success can apply.

[ ] Martial Legion: Recruit a solid Legion with just barely enough Martial arts knowledge to boost their combat in war. AP Needed 1 DC: 45. Success Needed 0/12. Reward: Gain 1 Martial Legion. Gain a Basic Martial Legion has +1 might, but not higher attributes or skills, compared to standard Draconic Legion. Training Grounds, and Armory and Dojo success can apply.

[ ] Time for War!: Plot a campaign against the Ork and drive them from our World. AP needed 1. DC: ?? Reward: Quality of roll determines the difficulty of starting conditions. Will switch to a war miniturn set up after this turn completes until campaign ends or enough time has occurred to justify another seasonal turn.

Mosok (3 AP): Amphibious creatures who excel in deception. Martial Arts, Trade, Commerce, sailing, theft, blackmail, sabotage, infiltration, assassination, anything with water. Some call them devious and selfish. They just say they are cunning and Ambitious. Basically Slytherin.

[ ] Or catch an Ork Napping: They won't be here long, its probably not worth learning that much from them. Lets just take things that would potentially be useful. We won't be much more obvious than the infiltration mission but the stolen goods and eaten Greenskins will be more useful than information. This action is even more useful now that you know more about them, but its getting more difficult as the Orks get wise to us. AP needed 1. DC: 30/40. Success Needed 1. Reward: Gain 3 extra generic AP next turn for basic success weakening Greenskins (delays current infrastructure improvement of Orks by one turn). Avoid notice with the greater success.

[ ] Go Loud!: Slowing down the Ork is more important then hiding our presence. Make multiple plays to take out orks and destroy supplies but it will be much harder to hide. AP needed any. DC: 20/80. Success Needed any. Reward: Every success delays the ork by one turn but unless the much higher success is made it will reveal the infiltrator as a non-Ork.
[ ] Fishin' Fleet: Mosok start out with a fleet of ships going fishing and returning to selling at various crystal cities. No harm in looking around while there, right? Certain cities have competitive advantages, either materials are more easily available or the ones who are best at making it happen to live there. Over time we arrange deals encouraging this and trading the goods to other cities that need it most, and eventually the fishing boats spend very little time fishing, for fish at least. AP needed 1. DC: 30. Success Needed 10. Reward: Inter-city trade established. Gain 1 extra generic AP per turn.

[ ] Advanced Shipyard (locked: requires access to hearthstones or alternative). Fancy super ships are gonna take more work.

[ ] Go Overboard: A combination of River Dragons and Water elementals is used to speed up ship movement drastically, this will allow us to move a lot more Staran in the season. AP needed 3. DC: 30. Success Needed 0/3. Reward: Any season in which this project successfully completes will move 75 million Starans instead of 15 million.

[ ] Logistic Fleet part 3: Ships far better suited for moving troops, workers, supplies and building materials are built in massive quantities, easing the process of construction or military action across the ocean. AP Needed 1. DC 35. AP needed 3. Reward: Logistic Fleet built, build another 40 vessels. Able to land 3 legions at a time and support 30.
[ ] Train martial artists: The mosok concentrate on teaching the arts to new pupils. AP needed 1. DC: 30. Success Needed 0/6. Reward: Train 500 more Martial Artists. Dojo success may apply.

[ ] Research Martial Art: Either request a known terrestrial martial art from the Exalted books or give a request of what benefits you hope the art gains in what conditions (usually something like +1 might versus enemy type or in some specific circumstances) and your Stylists will combine training with research in Sperimin on principles to create the style. For example: Seafaring Hero Style would assist in boarding or repelling boarders, Lightning Hoof Styles benefits mounted Martial Artists, Falling Blossom would benefit bodyguards, and Jade Mountain Style benefits all standing on the ground. (Note to the exalted experts: Pan-elemental styles are notoriously complicated, DC +5 and +2 success needed). If you wish to create your own consider the kinds of effects it might have, if you want an Anti-Ork style than how does that work? AP needed 2. DC: 45. Success Needed 6. Reward: Gain a new martial Art. Dojo Success may apply.

[ ] Celestial Arena for [# of participants]: The Arena is Luthe has been outfit especially to train Celestial Martial Artists. Normally this can be accomplished through five years of meditative training. But when you are in a rush a bloody tournament is the answer. Participants must know at least 1 full Terrestrial Martial Art and 90% of participants die. The ten percent who survive find themselves Awakened to the Bulb of the Perfected Lotus and able to learn Celestial Martial Arts. AP needed 1. DC: 05. Success Needed 1. Reward: 90% of participants die and the remaining ten percent can learn Celestial Martial Arts.

Pterok (3 AP): Flying bureaucrats. Pterok excel in scholarly pursuits, like research in terms of looking up information in a library (or adding info to a library) rather than making a new piece of tech. They are amazing scribes and academics, having knowledge of history, mathematics, geology, geomancy, alchemy, astrology and many other thaumaturgical arts. The also deal with spirits the most, including the native ability many have for summoning elementals, even without sorcery. Basically Ravenclaws.

[ ] Observatory: After Geomancy one of the great pillars of Dragon King Science and Art is Astrology. The power to divine truth from the stars is a heady one but the stars of here are unknown to us. This Observatory lowers the difficulty of "What are Those?" as well as automatically making progress every turn towards studying the stars in order to unlock your knowledge of Astrology for use once again. Once astrology is unlocked you will be able to deploy astrological thaumaturgy and divination and this observatory will gain an auto success aiding projecting involving such. AP needed 1. DC: 35. Success Needed 3. Reward: Observatory Built. Starts Astrology unlock count down.

[ ] Advanced Elemental Complex: Elemental Exoskeletons, elemental scanning rings, intricately designed "comfort" yasal crystals, elementally aspect zones pleasing to the element, elaborately managed systems of hallways to prevent unfriendly elementals from encountering each other. We can make improvements now that better tools are available. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Elemental Complex. Slightly Lowers DC on existing actions, unlocks new uses for elementals like scanning, stockpiling, and larger scale potential actions as exoskeletons allow King and Element to almost become chosen.

[ ] Advanced Administrative Monastery: Winged Messenger Baubles, Audient Brushes, Perfected Calculation Arrays, immobile but longer range echo jewels, and liquid memory fountains. We can improve our ability to communicate, record information and plan large scale projects even further than we currently have now that better tools are available. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Administrative Monastery built. Further reduces the difficulty and successes needed on massive projects.

[ ] Advanced Shrines: Altering the locations of Shrines to improve the Geomancy, using higher quality materials or more time spent on improving the art and iconography, gods that could benefit has secondary shrines built in multiple locations. We can even build lorestones granting the relevant priest expertise in working with any given diety. All to allow greater return on the effort put into our dieties. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Shrines built, lower difficulty and larger scale projects possible via prayer.
[ ] Elemental Support: Dragon Kings in general and Pteroks in particular are adept at summoning elements which both provide general aid and have particular skills and special powers that Dragon Kings may not. Particularly with the elemental complex that aids in summoning elementals for longer or with greater power. May be taken more than once. AP needed 1. DC: 30. Success Needed 1. Reward: For every success I assign three AP dice to whatever project seems to need it the most, as long as elementals could help.

[ ] Supremacy of Elemental Advantage: This this project we focus on either the most powerful or most specifically chosen Elementals for a given task. When this project is chosen you must choose another project being supported by AP this turn that it is targeting. May not target things inappropriate for elementals like research or intricate magitech, may not apply to projects over DC of 50. 1 AP needed. DC: 30. Success Needed 1. Reward: Targeted Project gets two successes applied.

[ ] [Elemental] Auxilia: Thunderbirds, Garda, and similarly martial elementals from the various courts can be recruited and put to service as troops. These elementals remain in service due to arrangements with their home court, jade payments, access to luxuries, and promises of sufficient worship during a time of battle to at least give a chance for the Elemental to be reborn when killed rather than dissipating into elemental essence. This does limit the number of such elemental Auxilia possible to 100 max, or 500 max with our whole population available. 2 AP needed. DC: 30. Success Needed 10. Reward: Recruits 1000 war-like elementals from the chosen element. Special abilities and fighting tactics determined by the element chosen, for example Air elementals will certainly fly, whereas an Earth group will not.
[ ] Dragons in Space!: (locked: requires access to five hearthstones (or alternative)) Build some Globe of Transports and go to space, making modifications if needed. Maybe set up a modified hemisphere of underwater respite? AP needed 1. DC: 30. Success Needed 2. Reward: Figure out this space travel thing.

[ ] What is that?: A giant ball of light in the sky, we have some concerns. AP needed 1. DC: 35. Success Needed 1. Reward: Confirm that that is indeed not the Daystar Dirigible Fortress.

[ ] What are those?: Stars are supposed to be representations of celestial gods whose interactions are mapped to the heavens. What in the Ignis Divine are those? AP needed 1. DC: 45. Success Needed 1. Reward: What are stars?

[ ] Vision Quest ([Insert Question Here]: While we are lacking the lore to use Astrology in this realm we have discovered a known source of prognostication. We can prepare a team of experienced wyld explorers, loaded down with blessings, rituals and talismans to preserve them from the mutagenic effect and send them into the wyld with a question burning in their hearts and souls. The wyld is chaotic but is also influenced by sapient thought. A seeker holding a desire and keeping it ever in mind while dealing with the issues that exploring the wyld brings may, if they keep trying long enough, find their desire brought forth. Vision questing is the easiest and while true Divinatory knowledge is not possible, anything known to beings whose thoughts and dreams influence the Wyld can potentially be learned. Thus we could learn much about this new Realm we dwell in, but each question sought is fraught with peril. AP Needed 2. DC Special. Success Needed special. Reward. A team is sent on a vision quest with a question in mind, this is rolled as per Wyld Vision questing rules. Your team will stick to the bordermarches, barely dipping a claw into the realm of narrative chaos. Thus they will endure three rolls to check for mutation, addiction, and encounters (the massive stacking of prepwork and only going to border marches means its almost certain the encounters will be the only danger) and will get one roll of 15 dice to gain a vision. The more successes the more clear the answering vision, 7 success which should be an average roll for this dice amount should give a clear answer. You may create the questions but be wary, vague wide reaching questions will produce vague wide reaching answers. Focused questions will usually do you more good.

[ ] Aid the Priests: Proper study of sacred Geometries may let us improve the chance of creating a Creation synchronous ritual space. Needed 1. DC 25. AP needed 1. Reward: Apply a success to Ondar Shambal.

[ ] Unknown Aspects: There are four major Dragon Nests on this world bursting with potential but of unknown elemental aspects. While one is occupied with the Orks we could probably explore one of the other three and learn more about its potential. The spirits want to use one of these to create a Spirit court, a city sized sanctum where Jade Fountains will funnel Quintessence to the populace. But we cannot start such a thing without knowing what we have to work with. AP Needed 1. DC: 45. Success Needed 3. Reward: One unknown aspect is known and you get an idea of what you can do with it.

[ ] Fighting Behemoths: Apparently this world has massive creatures able to fight armies on their own. During the Primordial War we tended to lean on Lunar Exalted taking massive forms for opposing enemy Behemoths. Without these allies we will have to learn to fight massive monsters on our own. We need to hit the books and do the maths, luckily Minnow Sky has a plan he calls Project: Titan. AP Needed 2. DC 30. AP needed 8. Reward: Can build Prototype Warstrider.

[ ] Pondering the Loom: Pteroks gather what they learned in their visions of the Loom of Fate. Just getting it all down and available for study instead of barely recalled vision is the first step. AP needed 1. DC: 45. Success Needed 9. Reward: Step on the Path towards the Loom of Fate

[ ] Advanced Air: Research into magitech concepts needed for superior airship manufacture. Needed to unlock Advanced Skydocks. AP Needed 1. DC 30. AP needed 3. Reward: Knowledge of how to build Magitech Shipyards. pre-requisite needs hearthstones or alternatives.

[ ] Factory-Cathedral: Knowledge of how to convert a basic manse into a geomantically powered super factory to mass produce simple artifacts and enable production of the highest artifacts. Beware, not only do these ideal workshops consume one of your limited Manses but they also tend to consume a fair amount of resources keeping functional. AP Needed 1. DC 30. AP needed 3. Reward: Knowledge of how to convert a Basic Manse into a Factory-Cathedral.

[ ] Martial Armor: Many martial arts demand lighter or non-existent armors. We propose research into techniques that might let us bypass this limitation by building armoring artifacts that do not count as armor for Martial Arts. AP Needed 1. DC 30. AP needed 3. Reward: Raise equipment level available to Martial Artists. Dojo success may apply.

[ ] Prayer Piece: A weapon which is a shrine containing half a martial prayer to the sun. A golden bullet contains the other half and by passing through the weapon blesses itself, accelerating to massive speed and deadliness while a wisp of incense carries the complete prayer to heaven. AP Needed 1. DC 30. AP needed 1/3. Reward: Prayer pieces unlocked for Second rate gear, improving Draconic Legion ranged ability at that level. Armory Success may apply.

[ ] Plasma Projector: Alchemical fueled fire weapons are potent but tend to be dangerous, use expensive fuels, and of course overheat. We wish to pursue research into improving these weapons. The first step is simply to place multiple fuel bolt launchers on a single mount and from their we can try to minimize the size and speed up reloading. AP Needed 1. DC 30. AP needed 3. Reward: Plasma Fire Projector (Medium and not easily movable artillery piece).
[ ] Thaumaturgical Work Shop: This work shop combines potions labs, enchanting workshops and geomantically aligned rooms to allow mass production of Basic Stockpiles and potentially more powerful stockpiles are made possible. You gain a single free success every turn for Basic Stockpile or similar actions as well as enabling mass production of such stockpiles or maybe the creation of more potent stockpiles if appropriate exotic ingredients are found. AP Needed 1. DC 35. AP needed 3. Reward: Thaumaturgical Workshop built.

[ ] Basic Stockpile: Potions enhance healing, senses, reduce pain, reduce the need to sleep, poison enhanced weapons. Garda eggs filled with Ardent Embrace Resin. Enchanted walkaways for protection. Now contains poisons and special supplies to apply fungicide during battle with the ork. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Basic Stockpiles add +2 (+3 for orks) to Might for a segment of a battle. Note that up to four such stockpiles can be consumed per segment of a battle if available. This does not prevent a botch. AP needed 1. DC: 40. Success Needed 1. Reward: Gain 1 Basic Stockpile.

[ ] War Paint Stockpile: Compared to other stockpiles, paint is relatively simple. However it still wears away in battle and must be replaced so the principle of a stockpile applies. Red, Blue and black predominate among the used colors. A War Paint Stockpile grants a Legion +1 combat maneuvering and +1 effective size. AP needed 1. DC: 15. Success Needed 1. Reward: Gain 3 War Paint Stockpiles.

[ ] Grace Stockpile: Soldiers are handed prayer strips which can be easily activated to burn away and "automatically" pray to a certain spirit on behalf of the user. Normally the effect is minimal but the Pterok Shamans have pre-arranged things with the spirits in this case. They will apply a useful combat blessing to the soldier. Using Grace stockpiles cause effected rolls to ignore botches for a battle segment. After the battle, calculated losses of effected unit is halved. There is no effect to multiple uses of this stockpile in a single battle. AP needed 1. DC: 25. Success Needed 4. Reward: Gain 10 x Grace Stockpiles.

[ ] Invocation Stockpile: By creating one use artifact prayer strips which are imbedded with a potent benediction or a power waiting to be unleashed from a greater god and making it available to soldiers to be used on demand for relatively little cost of essence during the battle (in exchange for all the careful work and negotiation dead ahead of time). These powers are varied, from summoning a war elemental in an instant, granting a militant gods panoply of divine armor and weapons to a soldier, getting a nigh fatally wounded solider back in the fight, and unleashing potent battleground altering attacks. Invocation Stockpiles have the effect of Grace Stockpiles but also add 5 temporary Magnitude for the battle segment. Any damage on temporary Magnitude disappears with it. AP Needed 1. DC 40. AP needed 4. Consumes 1 Grace Stockpile Reward: gain 1 Invocation Stockpile.
[ ] Logistic Sky Fleet: Build a fleet of 30 or so airships, hot-air dirigibles that use Path Magic and thaumaturgy to make it work. This fleet would be able to replace the naval version and help Pterok's build things up on their mountain city. AP Needed 2. DC 35. AP needed 5. Reward: Sky fleet that can do what the Logistic naval fleet can do in terms of supporting transport to the mainland with a superior bonus to building Tzali.

Raptok (3 AP): The most civilized of all Dragon kings. Diplomats and socializers. Best at getting along with other races. City builders and masters of vegetative and crystal technology that is the hallmark of the Dragon King mastery. Inquisitive natures allow them to explore unknown technologies and debate philosophy with aliens. There are still Dragon Kings at heart though, even if they may sip wine and discuss great literary works while polishing and adorning the skulls of their enemies with elaborate crystals to display in a battle shrine. Raptoks are also sized to be the only Dragon King able to comfortably use Human sized tools and workshops. This combined with their social skills and love of technology makes them the most likely to meet other races, and some races may think Raptoks are it when talking about Dragon Kings.

[ ] Magical Mounts: Mounts can learn to do tricks, potent mounts like dinosaurs being ridden by essence users allows us to provide the power for the mount to channel into a magically fueled trick. This allows us to train our mounts to develop something along these lines. Effectively granting the mounts unit an increase in Might. AP Needed 1. DC 40. AP needed 3. Reward: Mount groups gain +1 Might or equivalent improvement. Stable Success may apply.

[ ] Dino Breeder [Breed][Aspect]: Pick a dino mount we want to improve and the area you want to improve. For example Razor Beaks could have speed increased, or strength for better weapons and armor, or endurance so they can travel further from an Airbase and fight longer. This is a combination of improving the animal in general as well as how they adapt to their equipment. AP Needed 1. DC 35. AP needed 6. Reward: Selected mount gains selected trait. Stable Success may apply.

[ ] War Engines of Tokati: Bigger essence cannons, skimmers, war birds. Those are all known things we can try to build of course. But we just fought a ridiculously large scale war and now are in another dimension. While this has given our people many a sleepless night. Its time to turn horrors and nightmares into inspiration. Cut loose our designers to envision a new means of waging war! AP Needed 1. DC: ?? Reward: Gain options for new magitech designs inspired by the war and what you have seen. DC rolled will determine the number of options you are given. You may pick ONE of those options to pursue research on.

[ ] Visions of the Perfected Warrior: Our shiny new lab is just waiting for us to perform some excessive surgeries and exploratory mutagen exposures. Lets get too it. AP needed 1. DC: ??. Success Needed 1. Reward: Gain options for new biothaumaturgical procedures inspired by the war and what you have seen. Cybernetics, controlled mutations, and artifice organs. DC rolled will determine the number of options you are given. You may pick ONE of those options to pursue research on. [Note with the influence of Autochthon you may gain options comparable to Alchemical Charms]

[ ] Great Maker's Insight: Visions of clockwork and bottled lightning dance in the back of the mind of many Raptoks. By collating their visions and building some prototypes we can lock in what has been hinted. Fully exploiting out new knowledge may require batter facilities.AP needed 1. DC: 45. Success Needed 9. Reward: The penalty Dragon Kings have for working with Magitech and automata is removed and Dragon Kings can build four dot versions of those (not counting the effects of Autochthonian Paths of Enlightenment)(It was previously limited to three dots except in a few very heavily crystallized items which were mostly designed with help of the Jadeborn)
[ ] Manse Builder: These will not be elaborate geomantic power-wells driving cities or factory cathedrals. At least not yet. This project gets them capped and twenty hearthstones available for other magitech projects as fast as possible. AP needed 2. DC: 20. Success Needed 2. Reward: Gain 20 hearthstones to power magitech gear.

[ ] New Hearths: Much of our most powerful equipment needs continual power transmitted from Geomantic power-wells like Dragon Nests and Manses via hearthstones. It seems we would be too lucky to have this new world be as rich in Dragon Nests as Creation was and even if it is we will need to build those Manses to channel the geomantic power. So we may want to consider developing alternatives. AP Needed 1. DC 35. Success Needed 2. Reward: Options for modifying some magitech designs to use non-hearthstone based power sources. Further research unlocked.
[ ] Elder Gear: There was some discussion regarding sending Elder Dragon Kings in as agents. We might not be able to mass produce our best gear but making a few dozen sets for our elders might we worth the extra cost in blood sweat and tears to making it happen. Obsidian Sheaths, Crystal Warclubs, Crystal Belts of Adaptation and equivalent Artifacts are made available in a restricted armory for our Elders. AP needed 2. DC: 30. Success Needed 3. Reward: If elders forced to fight (say Merela was attacked) they can call on +3 Might as a "unit" or very small groups or individuals can reach +4 Might when they have the prep time to cherry pick preferred gear and attune and train with it properly. Armory success may apply.

[ ] Primordial Standard: Build gear for our Draconic Legions up the standards of that the troops intended to be the bulk of our Armies fought the Primordial war in. Reinforced Twinning Leaf Breastplates, Crystal Warclubs (Power Swords), Ironwood Grand Goremauls, Crystal belts of Adaptation (ignore environment, no need to breath), Dragonfly Ranging Eyes (basically DBZ Scouters but better), Fire Lances, Crystal Hearthstone Bracers, Healing Orchids, and a variety of customized gear like elemental lenses for Anklok, Essence Thrust Drives for Pteroks, Perfected Greaves for Mosok, and commanders of each Legion get a single Atlas of the Unconquered General. Soldiers often have essence manipulating artifacts like Aegis inset amulets and undergo meridian realigning thaumaturgical surgery to reduce the essence cost of attuning all this gear. AP needed 3. DC: 25. Success Needed 18. Reward: One Legion upgraded to Primordial War Standard equipment. + 3 Might and +1 "exceptional strategos equipment". Armory Success may apply.
[ ] Artillery too: Light Implosion Bows mounted on golem drawn ironwood chariots for some degree of mobility. Implosion bows shoot spheres of spatially twisted essence and cause vortices of disintegrating light on impact. This project makes enough Light Implosion Bows to supply mobile artillery support for a our Dragon King Legion. AP needed 2. DC: 25. Success Needed 3/5. Reward: Add mobile artillery support to ten Draconic Legions.

[ ] Crystalline Army: Build a Legion of crystal golems armed with spears and crystal needle projection. Their clear nature makes them fairly stealthy for an army size level. Until combat is joined and their essence channels light up glyphs along their limbs. The downside is they can only last about ten days without needing essence users to "refill" them. Good at ambushes and flanking attacks due to stealth and roughly as dangerous as the Remnant Legion was before elder got their act together. Need to be refilled means that these are normally assigned to Legions and tended to by Raptok. AP Needed 1. DC 30. AP needed 3. Reward: Crystal Golems formation. Golem Success may apply

[ ] Staran Knights: Upgraded and more sophisticated versions of Staran defenders. Despite name and appearance these are ironwood golems, not actually Starans. They are imbedded with Elementals so they can operate independently and naturally produce the fungicide as long as they operate making them especially effective against orks. A group of 10,000 Knights will be lead by four or five DK commanders and is considered an effective match for and equal number of Slugga Boyz. AP Needed 1. DC 35. AP needed 1. Reward: Order of Staran Knights. Golem success may apply.
[ ] Advanced Magitech Workshop: This workshop is focused on producing delicate powered devices that require hearthstones or hopefully a means to bypass hearthstones. Improvements with intricate motonic tools allowing for both greater precision and greater scale of construction. AP needed 3. DC: 45. Success Needed 9. Reward: Advanced Magitech Workshop built.

[ ] Adamant Crucible: A fortuitous find of high quality diamond placed near other needed alchemical components make New Rathess and Ideal location for an Adamant Crucible. A place where a glass like crystal can be infused with the essence of diamonds which are used to heat the crucible through essence driven burning. The molten adamant must be blown and bent into shape in a manner similar to primitive glass technique but demanding many magnitudes greater skill. We can and have forged adamant components in small quantities but here we can mass produce the useful magical crystal. AP needed 1. DC: 35. Success Needed 3. Reward: Adamamt Crucible built. Adamant is available in large quantities easing construction on many high end magic devices, especially Magitech Artillery and sensors. 'Primordial Standard' would have three success removed from total needed after the Crucible is built.

[ ] Advanced Armory: This project includes the equipment needed to mass produce a higher level of weapons and armor and other equipment they need, it also allows greater levels of work to be done. Second rate gear would require more exotic materials but is possible. This facility provides a three free successes every turn and triples naturally earned successes in terms of building equipment sets for troops as well as enabling mass production projects for militia grade and third rate gear. With access to exotic components or a Jade mine we can mass produce second rate gear. With Exotic Stockpiles we could produce first rate gear at exhaustive efforts. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Armory Workshop built.

[ ] Geomantic Workshop: Improves your workshops capacity to support geomantic developments and city building with thaumaturgical mass construction. When almost every tool the construction workers use is at least a talisman if not a full blown artifact we can probably achieve something amazing. AP Needed 3. DC 40. AP needed 6. Reward: Geomantic Workshop built. Improves rate of building cities and manses. Allows more impressive potential projects.

[ ] Advanced Clinics: Wound healing kits filled with jade acupuncture needles (needed to get through Dragon King Scales), entire greenhouses filled with Emerald orchids, and mass production of seven bounties paste, sweet cordial, disease warding talismans and equivalent gear. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Clinics provided. Get Two re-rolls a turn.

[ ] Automatorium: Automata and constructed consciousness isn't our expertise. Plants don't tend to need brains afterall. But we have seen a few clockwork mechanisms in our time. Perhaps we can emulate them. Or at least fake it with more sophisticated use of vegetative and crystal technologies. AP Needed 3. DC 50. AP needed 9. Reward: Automata Workshop built.

[ ] Bio-Engineering Compound: The breeding, training, and caring for our "lesser" kin requires special facilities. Using advanced genetic research, mutagenic compounds, and biothaumaturgic implants we can push our mounts further and further. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Stables Built
[ ] Staran Forces: Time to get that plantation cranking. Makes 300 million Staran Defenders to start with. AP Needed 2. DC 35. AP needed 0/15. Reward: Large Staran Defender Army. Plantation success may apply.

[ ] Wood Striders: Build giant wooden war machines to attend the Staran Army. Mobile Ballista and Onager, Rams, Giant Cat Trees, all grown and assembled to be used by Staran and in suitable numbers for the whole Staran Army. AP Needed 2. DC 40. AP needed 10. Reward: Basic War Machines available to Staran Defender forces. Plantation success may apply.

[ ] Siege Lizards: Not!Stegosaurus herds were sent along with us when we came here. Should we be offended we are considered equal to herd animals in the eyes of Primordials? Either way, Siege Lizards are not very bright and ferociously independent but we have long experience domesticating them. And they are very very tough. We want to train some, armor them, and use firing platforms along their sides that will allow our people to use their spiny plates as cover, effectively mobile bunkers. Most of the artifact work in this project will be used to speed up the ponderous beasts so that our armies are not slowed down tactically or strategically. AP needed 1. DC: 20. Success Needed 8. Reward: 10 Draconic Legions are equipped with a dozen Armored Siege Lizards each. Stable Success may apply. Stable Success may apply.

[ ] Ox-Dragons: Not!Triceratops are normally used as beasts of burden by Dragon Kings. These 12 ton monsters are surprisingly fast over the long haul and dangerously fast on a charge. We plan to take some, train them, armor them up, maybe put magical material filigree into their horns. And mount a warstrider scale Fire Lance on top. AHAHAHAHA!. Fire Lances can empower the tip during a charge, shoot streams of fire at single targets within 250 meters, or throw massive curtains of fire burning everything within a 7 meter wide and 175 meter long area. Now don't get me wrong, there are better weapons we could mount, Implosion bows, Essence cannons for anti-armor work, or larger numbers of smaller weapons for anti-infantry weaponry. But A) a fire lance can do both almost as well as dedicated weaponry and B) When you are riding a monster that will inevitably charge the enemy, a huge magical lance seems appropriate. AP needed 1. DC: 25. Success Needed 8. Reward: Ten Draconic Legions are equipped with a dozen Fire Ox-Dragons each. Stable Success may apply.

[ ] Claw-Striders: not!Velociraptors are used as a high speed cavalry unit by raptoks. They arm themselves with Plasma Tongue Repeaters, race into to attack and race out of range to reload before doing it again. AP needed 1. DC: 25. Success Needed 8 Reward: Ten Draconic Legions are equipped with about 100 Clawstrider mounted cavalry each. Stable Success may apply.

[ ] Razor-Beaks: not!Quetzalcoatlus are normally ridden by Pteroks the way humans rode horses. We can equip trained Razor-Beaks with leaf armor and self re-loading fuel bolt launchers that the riders can control. The beasts can fly faster and further than Pteroks alone can, if not by a massive amount and the anti-vehicle weapons allow them to be dangerous when opposing any aircraft. In situations where there is no enemy air support they can carry large fire bombs and garda eggs or other alchemical grenades (fungicides maybe?) to drop on foes. AP needed 1. DC: 25. Success Needed 2. Reward: Gain 2nd​ group of riders. Stable Success may apply.

General Action: Actions that you can attempt which are not focused on a given breed need generic AP to use. To confirm, generic AP can also be used on Breed specific actions.

[ ] Resource Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Use what you learned from the Mosok Exploration last season to go on expeditions to various places across Tokat to bring back more useful raw materials, if you are lucky maybe even something with enough potency to allow more powerful artifact creation. AP Needed 1. DC: 20/80. Success Needed 1. Reward: Every base success provides TWO AP next turn, every greater success provides an additional Exotic Stockpile.
 
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Okay. We should probably build an astrology thing now. We want to unlocke a forte, and it will likely be needed for the loom of fate further down that tree. We should avoid doing the Loom project. We have Orks to slay. No megaprojects, and making the Loom of Fate is a megaproject among megaprojects.
 
There should be some stuff to help interface with technology and automations. Also reverse engineering abilities. Lightning could be the inspired invention style path. Better able to invent and innovate, but less able to account for side effects of what you invent or consider whether it is a good idea to make a toaster with death rays.
Well the other note I have scribbled in drawbacks is explosions. So... yeah.

I am not sure, considering lightning and energy and efficiency are already recognized thems it could be possible but are you considering this being a route by which Dragon Kings could tap into the Divinitech that Solars could pull off with a case of MAD SCIENCE as the drawback. I mean do you want to deal with a crazy dino-man holding the world ransom with a moon laser, even if it means moon lasers are possible?

One Million Obals!

No megaprojects, and making the Loom of Fate is a megaproject among megaprojects.

I mean its outer representation is a dome 5 miles across made of magical materials. Saying nothing regarding the space expansion going on inside.

But yeah Loom of Fate stuff is basically letting you go further in Astrology than should be possible even with how good you were at it.
 
I am not sure, considering lightning and energy and efficiency are already recognized thems it could be possible but are you considering this being a route by which Dragon Kings could tap into the Divinitech that Solars could pull off with a case of MAD SCIENCE as the drawback. I mean do you want to deal with a crazy dino-man holding the world ransom with a moon laser, even if it means moon lasers are possible?
Hell yes. I want that. I want that so badly. I mean if you are good enough to build Moon Lasers, we should be throwing money at you anyways.
 
There are several official Exalted in sci-fi settings in Shards of an Exalted Dream. An artifact chain-sword is called an AUTOKLAVE (ARTIFACT •••/ Repair: 2)
Dragonblooded hacking charms are air/ lore based
 
There are several official Exalted in sci-fi settings in Shards of an Exalted Dream. An artifact chain-sword is called an AUTOKLAVE (ARTIFACT •••/ Repair: 2)
Dragonblooded hacking charms are air/ lore based
I mean yes, but you already have a crystal Sword-club which is basically a power sword. And since its a crystal its easier to make than that would be. I mean some warriors will wield Autoklaves or beamklaves but its gonna be pretty rare and probably a raptok doing it to be more 'civilized' As a matter of style if nothing else most of your warriors are Anklok and they prefer big brutish weapons, Swordclubs, Reaver Daiklaves, Goremauls, that kind of thing. The next more combatty are Mosok who prefer tridents and similar. Pterok have the arm wing thing which causes issues with sword play and that leave Raptoks who are almost as likely to just pull out a Plasma Tongue Repeater or an Essence Concussive Cannon as a magitech sword like an Auto or beamklave. Ideally one in each hand while riding a windblade but thats just how they roll.

your computer-like artifacts are gonna likely be crystal based and thus subject to Lithic understanding. Hacking alien computers is harder, just as its harder for them to hack yours.
 
Turn 15

[ ] Elemental Support: Dragon Kings in general and Pteroks in particular are adept at summoning elements which both provide general aid and have particular skills and special powers that Dragon Kings may not. Particularly with the elemental complex that aids in summoning elementals for longer or with greater power. May be taken more than once. AP needed 1. DC: 30. Success Needed 1. Reward: For every success I assign three AP dice to whatever project seems to need it the most, as long as elementals could help.

[ ] Unity of Elemental Advantage: In this action the focus is on longer duration bindings instead of general use summoning. This means the advantage elementals provide is less targeted be we may gain more total use from our elemental support per effort of summoning in the end. AP needed 1. DC: 40. Success Needed 1. Reward: For every success I assign two AP dice to whatever project seems to need it the most, as long as elementals could help to this turn AND next turn.

[ ] Supremacy of Elemental Advantage: This this project we focus on either the most powerful or most specifically chosen Elementals for a given task. When this project is chosen you must choose another project being supported by AP this turn that it is targeting. May not target things inappropriate for elementals like research, may not apply to projects over DC of 50. 1 AP DC: 40. Success Needed 1. Reward: Targeted Project gets two successes applied.

[ ] Elemental Courts: Spirits may be beyond us but we could perhaps calm things down by helping our elementals establish courts, groups of the same elemental type. This is mostly for social purposes. If we do it right the elementals will compete to be more helpful to us for bragging rights, doing so would make them resist binding less and make arrangements for mass binding easier. Specifically, it would allow the recruitment of Elemental Armies. AP Needed 3. DC 35. AP needed 5. Reward: Elemental courts established for various types, lowers diff by 5 on elemental projects. Allows recruitment of Elemental army units.

Turn 16

[ ] Elemental Support: Dragon Kings in general and Pteroks in particular are adept at summoning elements which both provide general aid and have particular skills and special powers that Dragon Kings may not. Particularly with the elemental complex that aids in summoning elementals for longer or with greater power. May be taken more than once. AP needed 1. DC: 30. Success Needed 1. Reward: For every success I assign three AP dice to whatever project seems to need it the most, as long as elementals could help.

[ ] Supremacy of Elemental Advantage: This this project we focus on either the most powerful or most specifically chosen Elementals for a given task. When this project is chosen you must choose another project being supported by AP this turn that it is targeting. May not target things inappropriate for elementals like research or intricate magitech, may not apply to projects over DC of 50. 1 AP needed. DC: 30. Success Needed 1. Reward: Targeted Project gets two successes applied.

What happened to Unity of Elemental Advantage, and why didn't the difficulties of the elemental projects go down?
 
Tinkering with the vote now but:
Still working on it. Like I said busy day at work and I have been reviewing autobot materials in spare time all day.
The lowest steps are important since more will have them, and high end is important cause they are most useful in potentially changing options. I am not making elder powers for a while though.

Steam will be about spatial folding, Step two lets you expand internal spaces allowing you to store hours of air and days of food and water. Step three dissolves armor, weapons, or tools into steam which is drawn in and stored in internal spatial manifolds (ie an elsewhere charm).

Downside of steam is rendering you more static as you use it. End state for steam is turning yourself into a giant sentient cloud of steam fully aware of everything inside its borders and unable to move or act, and not interested in doing so... until you starve to death.

Crystal has a lot of fun for the cost of clarity. step 5 charm is trade committed motes or atttunement costs for Clarity. Attractive crystal covered scales, crystal eyes that see impurity, precision work. The clarity each step brings and the step 5 that makes diving in full throttle more tempting is the drawback.

Others are less worked out and I don't want to post it until I have them all down and in front of me for mixing and matching.

Oil will have a lot of social skills of course. For drawbacks, something along the lines of suffering blinders as you become unable to consider the forest through the trees. Not quite sure how to represent it yet, maybe a derangement effect that grows as you progress, or a physical penalty.

Lightning has light and lightning and and controlling fire. It some ways it will look a lot like the fire controlling path but I am add some other aspects, I am considering an efficient movement charm that lets someone due basic work at multiplier speeds due to efficiency. Drawbacks are sketchier, I am leaning towards the DK having to due something that amounts to artifact maintenance on themselves or risk going blind?

Smoke: is corruption and fear and hate and darkness. Its also about tracking and stalking and spying/recording. No firm charms worked out at all, drawback may be dissonance like effect, or drawing corruption more easily, maybe being more sickly?

Metal: Least ideas yet. Recycling and repairs, Immovable strength. Magnetics? Drawback is your voice becomes more and more staticky and machine like.

Thoughts? Any specific effects that seem appropriate you might want? Its not like Autobot wasn't paying attention, if the DK have obvious holes in their skillset he might use this as a way of hotpatching them.
My thoughts on it:
-Steam is mainly about Force and Power. Compression, expansion, much of it is about storing, transmitting, amplifying or absorbing power, especially kinetic energy.

The iconic Alchemical attack charm is the Piston Driven Megaton Hammer, compressed Steam translated into irresistable force. Autochton uses steam conduits to move massive pistons and plates of his world-body, and the mortals within him tap his Steam like other civilizations tap water for motive force.

-Crystal is about Order and Memory. Crystal is where his mind resides.

The iconic Alchemical anti-Wyld charms draws upon Clarity and Crystal to interact with the Immaterial. Autochtonian sensors are overwhelmingly comprised of Crystal lenses, and Autochtonian souls are stored within Crystalline soulgems.

-Oil is about Change and Motion. It is the medium by which motion happens without friction, by which one substance becomes another.

Not a lot to go on here, but the oil seas of Autochton are full of exotic chemicals which can do mad science things to you. Its also the most organic element of Autochton.

-Lightning is about Thought and Communication. Autochton's attention manifests as electricity, Lightning carries instructions from the Core to his body, and Lightning carries information from his sensors to his Core.

Its dangerous, but mostly in the sense of a powerful mind being dangerous.

-Smoke is Waste and Death. Its emitted whenever something is destroyed or consumed, and Smoke surrounds the dead areas of Autochton.

Its the death of things which would otherwise last forever. Spiritkillers are made of Soulsteel and Smoke.

-Metal is Innovation and Creation. Its Autochton, smith and inventor of the Primordials.

Metal can do anything, if its used to make the right thing. It is his flesh and bone.

So thoughts on abilities as a result:
-Metal - The Crafters. Building, maintaining technology.
-Steam - The Workers. If it involves applying or dealing with a lot of brute force, its Steam.
-Crystal - The Scribes. Sensory stuff at the lowest, interacting with intangibles in the middle, anti-Warp(e.g. Chaos Repelling Pattern) at the highest.
-Oil - The Face. Shapeshifter diplomats. Change self to relate better to others.
-Lightning - The Messengers. Go fast, go far, think fast.
-Smoke - The Assassins. Move unseen, kill all the things.
 
[X] Plan Load Equipment
-[X][Anklok1] Bribing spirits to do their job
-[X][Anklok2] Mount Up
-[X][Anklok3] Mount Up
-[X][Mosok1] Or catch an Ork Napping
-[X][Mosok2] Logistic Fleet part 3
-[X][Mosok3] Logistic Fleet part 3
-[X][Pterok1] Martial Armor
-[X][Pterok2] Martial Armor
-[X][Pterok3] Martial Armor
-[X][Generic1] Logistic Fleet part 3
-[X][Generic2] Pondering the Loom
-[X][Generic3] Great Maker's Insight
-[X][Generic4] New Hearths
-[X][Generic5] New Hearths
-[X][Generic6] Artillery too
-[X][Generic7] Advanced Armory
-[X][Generic8] Advanced Armory
-[X][Generic9] Advanced Armory
-[X][Generic10] Elemental Support
-[X][Training Grounds] Mount Up
-[X][Armory] Prayer Piece
-[X][Golem] Artillery too
-[X][Plantation] Wood Striders
-[X][Dinosaur] Mount Up
-[X][Dojo] Research Martial Art(anti ork)

PS the Dojo/Training Grounds multipliers don't seem to be listed?
And I think we put a point towards Ondar Shambal planning last turn.

Anyway general thrust this turn is mostly on stuff elementals can't help on, get the fleet capacity to ship dudes over, get mounts for all. If we don't get discovered we should be able to crank out a bunch of Grace Stockpiles next turn(or just start swinging). If we do get discovered, next turn would be all the prayers and smash
 
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i think new hearths might be important

non-magic dependant tech would be a boon

specially because we lost the option of hacking orkz waaghhh fields for tech data
 
i think new hearths might be important

non-magic dependant tech would be a boon

specially because we lost the option of hacking orkz waaghhh fields for tech data
Hearthstone replacements would be a bigger concern if any hearthstone dependent technology was buildable before either we attack the Orks or they attack us though. Most of the options are only reachable by dedicating 70% of a turn to them at present.

Right now, just gearing up to kick green ass
 
What happened to Unity of Elemental Advantage, and why didn't the difficulties of the elemental projects go down?
Well it was never used and now turns are getting more complicated so keeping track of what is available from last turn and what is coming in this turn would be harder.

Supremacy did get easier and if selected for a project with a DC of 35 or higher is mathematically superior. Downside is you are picking a project rather than providing dice I can shift around as needed.

Did I actually show something saying Dojo could apply to training mounts? I mean if you had Lightning Hoof style maybe but you don't yet. If I wrote it down somewhere I won't cancel my previous words but this doesn't seem right.
 
Well it was never used and now turns are getting more complicated so keeping track of what is available from last turn and what is coming in this turn would be harder.

Supremacy did get easier and if selected for a project with a DC of 35 or higher is mathematically superior. Downside is you are picking a project rather than providing dice I can shift around as needed.
That makes sense.

I sit corrected. We should definitely use Supremacy now.
 
[X] Plan Long term goals
-[X][Anklok 1] Bribing spirits to do their job
-[X][Anklok 2] Mount Up
-[X][Anklok 3] Mount Up

-[X] [Mosok 1] Or catch an Ork Napping
-[X] [Mosok 2] Logistic Fleet part 3
-[X] [Mosok 3] Fishin' Fleet

-[X] [Pterok 1] Observatory
-[X] [Pterok 2] Prayer Piece
-[X] [Pterok 3] Prayer Piece

-[X] [Raptok 1] Advanced Armory
-[X] [Raptok 2] Advanced Armory
-[X] [Raptok 3] Advanced Armory

-[X] [Generic 1] Artillery too
-[X] [Generic 2] Artillery too
-[X] [Generic 3] Thaumaturgical Work Shop
-[X] [Generic 4] Supremacy of Elemental Advantage: Logistic Fleet part 3
-[X] [Generic 5] Elemental Support
-[X] [Generic 6] Elemental Support
-[X] [Generic 7] Elemental Support
-[X] [Generic 8] Elemental Support
-[X] [Generic 9] Elemental Support
-[X] [Generic 10] Elemental Support

-[X] [Golem] Crystalline Army
-[X] [Training Grounds] Mount Up
-[X] [Dinosaur] Mount Up
-[X] [Dojo] Martial Armor
-[X] [Plantation] Wood Striders

Reasoning:
Fishin' Fleet - 1AP every turn? Want that as soon as possible, provided Elemental support can help this action, @StarJaunter ?.
Observatory - starting the countdown as soon as possible seems quite efficient.
Using 3 Raptok AP - For some reason other plan ignores Raptoks, am I missing something?

Finishing artillery and Finishing our last basic workshop.
Crystaline army will finish with the help of elemental support.
 
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